DaWay's PFS Rivalry's End (Inactive)

Game Master DaWay


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Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

"Can anyone make sense of these?" asks Sir Terramor, scratching his head. "Merisriel?"

Can you please make a Disable Device check to find a(nother) Motive Cog?

Grand Lodge

All members of a faction may work together on a mission. One cog will be enough for all of us.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Do you know what the rogue intends to do with the one she yoinked? I thought it might be nice to have one that was for sure going back to the Decemvirate. :-)

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

tsssk, are you distrusting the rogue?

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

"Ah! A hidden cache!" Gimble says, after finding a hollow log at the bottom of the wood pile. "Potions of Levitate, and a note!"

"Ahem. “Shandon: Sometimes a fly can avoid a spider’s snares because he can fly. Be careful. –Dorvik.”" he reads. "What do you suppose that means?"


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Hmm, well I guess it's suggesting us to fly." says Merisiel as he walks over to Valdrim to get the keys, "Well let's see, I'll open this NE door first, see if this fits."

Perception: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 for traps, if its clear Merisiel will try to use the keys to open the door.

Perception: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25 for traps on the SE door,

By the way, Merisiel will retrieve her dagger from the clockworks.

Grand Lodge

Sir Terramor the Blue Knight wrote:
Do you know what the rogue intends to do with the one she yoinked? I thought it might be nice to have one that was for sure going back to the Decemvirate. :-)

I'm not able to respond to this. OOC, it makes no sense. In character, it's good RP but you put it in an OOC tag.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

I know lol!

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

So then just respond to what I wrote IC.

Grand Lodge

Sir Terramor the Blue Knight wrote:
Do you know what the rogue intends to do with the one she yoinked? I thought it might be nice to have one that was for sure going back to the Decemvirate.

I'm assuming Terramor pulled Valeros aside for the purpose of saying this to him, since the faction mission is, in theory at least, supposed to be secret.

Valeros whispers to Sir Terramor, DC15 Perception for anyone to overhear:
"I've been on many missions with Meri for the Pathfinders. Ya ain't been, I guess. The only backstabbing I've ever known her to do is of the enemy. If she says this is the cog we need, then it is, and I trust her to give it to who she promised it to. Mind ya, a spare cog just in case we lose one might be a good idea. I'll suggest it to her and we'll let ya carry it, how about that?"

Valeros then whispers to Merisiel, again, DC15 perception to overhear:
"M'dear, can you snag another one of those cogs maybe? Our lodgemate there is a little nervous about having only one. I figure we oughta humor him."


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Take 10 on Disable Device.

"Here you go, might want to sell that at a higher rate compared to your other pathfinder spoils."

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Be careful... , Valdrim thinks.

I'd say, given the nature of the potion and the note, we either want to fly up a tunnel at some point... or the floors are trapped in someway near the Spiders room and we want to stay off them. Be extra vigilant Merisiel and prehaps move a good 10 to 20 feet ahead of us when we move through the corridors.

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

Gimble nods. "I'll hold onto them for now then. If we need them I can hand them out." he says, stowing the potions while Merisiel checks the doors.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

It's always safe to say that Merisiel will be doing the scouting so she'll be ahead, just waiting for the results if the doors are trapped.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

I'd say if we need them then its too late... is there a way we can take them then pull ourselves along the walls? It would be very awkward to float and either fight or cast but perhaps better than triggering traps.

Fly skill? Wish I'd taken it now...

Lantern Lodge

Male

The room is unlocked, a hall swings around to the East and then directly south into:

The east wall of this wide room is interrupted by a projection containing a carving of a spider about two feet in diameter. Directly across from the spider, a section of the wall sits slightly askew, as though a door-sized piece of the wall were not quite flush with the rest.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Speaking of the spider, hey Gimble, I have a feeling this is exactly we need to use that note for."

She stops the party in going forward,
"Is there anyone here that has a spell that can cover this whole room?"

How big is the room? Can I throw dozens of books or copper pieces to trigger the traps if there's some?

Lantern Lodge

Male

the room is 20' wide by 30' long with another hallway that connects back to the SE door you saw previously.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Use the potions and pull ourselves along the walls or the ceiling to the door?


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Perception: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 for traps,

If Merisiel decided to navigate the room, how do you plan the appropriate rolls in case there's traps everywhere?

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Is that for Valdrim or the GM? If its me, we could just by pass the floor and head straight for the door. We check the door, then deal with that and go through. It would be one very very weird villain to trap the walls or ceiling. The potions would be 3 minutes duration tops so we don't have time for anything more detailed. Otherwise we can standback and let you check the room and trust in your saving throws... maybe with a guidance or resistance spell cast on you as a buff. OR I can throw a summoned creature into the room and let it get mashed instead - I am ok on that too.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

For the GM, but

"Your suggestion is quite practical and since we were granted these tools, I think it's best if we use them." says Merisiel as she points at the potions. "On the other hand, we might also use that in the spider's chambers. Who knows? Any thoughts?"

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Your guess is as good as mine Merisiel. I suggest to use the potion here. If we do not use the potion here and we would have needed it we won't be any good when we meet Dorianna Ouidda anyway.

Lantern Lodge

Male

Merisiel with that perception roll you see nothing wrong with the door.

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

Gimble eyes the room suspiciously. "If we knew there was a trap here, that'd be something." he mutters. "Well, if someone wants to take a potion and then pull themselves along the wall and open the door, that might do." he says. "But first let me see what I might see." he adds, casting a spell.

Detect Magic


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Or we can be annoying, let Gimble cast prestidigation on this dagger, drop it on the floor to trigger any trap then do the same thing over again on a beeline path to the door.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Sounds good but I think Mage Hand is what you use for that... and only if the trigger plate works on 1lb. I think a summoned beasty may be better


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"That would be your expertise master wizard."

Lantern Lodge

Male

Jakarno:
The door itself radiates magic

Dropping the dagger on the door has no effect.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Gimble, did you notice something on the door?" asks Merisiel.

"So any other ideas? Or should we just use these potions and go for it?"

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

If we wish to activate any potential trap then a summoned creature may be the thing. I personally favour your consumption of one of the potions and you manuevering to the door via the walls while we cover you. Hopefully a minute or two will see you able to find and disable any potential trap, and open the door. If there is trap that unfortunately activates, we will hope that your trained reflexes avoid the worst of it and rush in to save you. Otherwise, we would do as you have and navigate to the now open door using the potions, Valdrim says, speaking as if he were moving through a mental checklist of options and contingencies.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Ok, I'll go in." says Merisiel

"Be ready to watch my back. Anyone has a chalk? If none, then carefully remember the squares that I walk at."

The Exchange

Male Wayang Illusionist (Shadowcaster) 5/Veiled Illusionist 2 | HP 39/39, AC 13 (21), FF 11, T 13, F +4, R +5, W +5, Init +7, Perc +6

"The door radiates magic, Merisiel. Beware!" Gimble warns.

Grand Lodge

Male Human Cavalier 10 (Honor Guard, Strategist) - HP 85/85 ,- AC 25/T: 12/FF: 24 - Perception +13 - F: +10 R: +6/ W: +4* - CMB: +14 - CMD: 27, Speed: 20, Init. +2

Sir Terramor fishes out a stick of charcoal. "Will this do?" he asks, handing it to Merisriel.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"That will do. I just need it to mark the squares that I think is safe."

Lantern Lodge

Male

Merisiel does not set of any traps on her way to the door but go ahead and roll your perception.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Perception: 1d20 + 10 ⇒ (4) + 10 = 14

Lantern Lodge

Male

The door looks clear unless you want to take 10 or 20.

Lantern Lodge

Male

Taking 10 Merisiel notices a trap on the door itself, while magical in nature if she takes her time she may be able to disable it granting safe passage to her colleagues.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

Merisiel needs a disable device check to open it, can I take a 20 on that? I'm not really sure when I can take 20. Although if I take 10,

Take 10 Disable Device: 10 + 13 = 23

Lantern Lodge

Male

Unfortunately Merisiel is unable to disable the trap. Though you need to venture further down to complete the mission. Who will set off the trap?

Grand Lodge

Valeros walks forward next to Merisiel, stepping on the marks she made with the charcoal as safe (If she did that, anyway, it was a little unclear) and whispers to her, "Any idea what sorta trap we're looking at here, darlin'?"

Valeros looks ready to 'take one for the team'. He does have the most HP.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"It is a trap made with the use of magic. How strong or what the effects it has? That I have no clue. Perhaps we should ask the users of arcane arts to help us."

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

What is the trigger? I will have a creature of the planes attempt it... please stand back out of the room. I have just the thing for most traps and I can say with certitude I have been waiting for this for some time, he says with a fierce grin.

Grand Lodge

"Or we can find out the hard way. Better step back, Meri."

Once Merisiel is out of any possible blast radius, Valeros will open the door, trying to be ready to jump out of the way or let go of the handle as soon as the nature of the magical trap is revealed.

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

Don't Valeros, please, says Valdrim wearily, taking a step back and shielding his eyes.

Grand Lodge

Valeros stops with his hand almost to the handle and looks back. "You got a better idea?"

Dark Archive

AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)

I have a being that should be immune to the consequences of most traps that I can call forth to assist us in opening the door. Even if caught in the trap, it should survive, being a hardy sort... please allow me.


Hp 33/33; AC 19, T 15, FF 14; F +4, +9, W +3; Melee +8, Ranged +7; Speed 30 ft

"Well, I would let you guys settle this." says Merisiel as she steps back, way back of the door.

Grand Lodge

"If it won't leave ya short of spells when we face Ouidda... go ahead." Valeros backs off, letting the conjurer do his thing.

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